[3.15] The Raining Tempest. *Deadeye* 4M+ DPS - Dual Curse - League Starter



**NOTE** League starting this and build may change as I go along.

Over the last few leagues I've posted a handful of build guides normally dealing with ignite. This league, storm rain sounded fun so here is my take on it.

PoB - Use community fork version
Leveling trees, budget/gg gear sets - .
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https://pastebin.com/vEuuHXin


Pros -
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Great DPS - ~4M+ DPS
Scaled Impulsa's clear
Passive DPS for bosses, let Mirage archer do the work.
Dual Curse
77% chance to avoid hits
Built in Culling Strike


Cons -
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New skill, could be bad.
Evasion based 5k life, probably not for HC


Videos -
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Build Mechanics -
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**NOTE** The build has switched to LA primary for mapping. At least until higher currency investment. All info below is still true for a pure SR build.

The premise of Storm Rain is to flood the ground with arrows which will arc lightning damage every .41 seconds, with a maximum of 100 arrows in the ground (which we can hit no problem). The arrows themselves will also do DPS.

As a Deadeye, we utilize the extra projectiles and mirage archer buffs. Allowing us a "totem" playstyle. Drop a mirage archer and run around, repeat.

Scaling damage - Storm Rain can only have a maximum of 100 arrows in the ground. Attack speed past the point where you can reliably get 100 arrows is a waste since Storm Rain "attacks" on its own cooldown.

How we reach 100 arrows?

Currently Storm Rain has a ~2 second duration. With +2 proj from Endless munitions, and +1 from quiver (late endgame, +1 tempest as well) we get 4 projectiles per attack.

We attack 6.65 times a second (7.37 with vaal haste up) so 4 x 6.65 is 26 arrows per second, with a 2 second duration we reach 53. This does not include Mirage Archer arrows. Since standing still in PoE is deadly, we first load the area with 100 arrows, start the fight and move and shoot. The combo of mirage archer x3 plus us shooting will keep it capped.

Mirage archers attack 2.65 times a second. 2.65 x 4 proj = 10 x 3 archers = 31 per second, so for the duration they add 63 arrows themselves.

We should always have 100 arrows on the ground as long as you keep your mirage archers up and attack inbetween.

Until unlocking Endless munitions, and before getting some attack speed, LMP/GMP will help.


How we afford 6.65 attacks per second?

Mana in 3.15 is a precious commodity. We should have around 250 mana available with no mana on gear. Our skill cost 32 mana, so we end up with about 8 attacks before OOM. By taking Essence Sap, we will have mana leech and most importantly Mana on hit. We will be hitting a ton.

Mana per second needed - 212 for Storm Rain + 103 for curses/hydrosphere

Our leech rate is ~232/second (based on barrage)
Mana on hit - 100 arrows * 2 mana on hit * 2 attacks per second = 400/second
We also have assassins mark providing 80 per kill on a single mob per pack.

Something to note, Mirage archer is a double edge sword. They will provide arrows supplementing our need to attack, however as our arrows expire/overwrite the mirage archers arrows will not provide leech/mana on hit.

If all else fails, mana flask.

Once we are able to reliably have 100 arrows up, and support its cost. The remaining ways to scale damage are flat lightning damage, and crit multi. So we stack that as much as possible.

Lightning arrow?

Since we have 2 6L available, we might as well use a top tier clear skill for basic mapping, Lightning arrow with the proper supports can one tap packs across the screen.

tldr: if arrows on ground <100 add attack speed, if arrows on ground =100 add flat lightning/crit multi





Gear -
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Weapon -
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End game - 6L The Tempest Bow +1 arrow
Budget - 5L The Tempest Bow
Early game - Storm Cloud

Best corruption - Additional Arrow

We choose the Tempest for 2 reasons, one is to scale attack speed to reach the 100 arrows easy. The other is to scale lightning damage from our supports/auras.

A mirror tier bow will struggle to match tempest as built.


Quiver -
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End Game - Rare w/ life, crit multi, +1 arrow, IAS, Ele damage
Budget - Hyrri's Demise or Rare with life/res
Early Game - Hyrri's Bite

Best base for quiver is Spike point for crit, Sharktooth for some extra sustain. We will be generating a LOT of hits, 2-3 LGoH goes a long way.


Helm -
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End Game - Asenath's Chant - auto cast curses, IAS, movespeed.
Budget - Rare w/ life, res
Early Game - Asenath's Mark

Asenath's chant allows our dual curse to flow seamlessly into the build. Auto casting our curses on cooldown and providing more IAS and some move speed. No clue what this will cost this league, but probably expensive to start.


Chest -
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End Game - 6L Impulsa's Broken Heart
Budget - 5l Impulsa's Broken Heart or Rare with life, res
Early Game - Briskwrap - IAS, movespeed

Impulsa's will speed up clear by a lot, very good upgrade.


Gloves -
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Endgame - Rare w/ life, res, IAS, damage w/ leeching
Budget - Rare w/ life, res


Boots -
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End Game - Rare w/ more life, res, movespeed.
Budget - Rare w/ life, res, movespeed


Amulet -
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Endgame - Rare w/ life, res, crit, ele damage
Budget - Rare w/ life, res

Alternate for leveling/until finding good rare, Hyrri's Truth.

Hyrri's truth is a great DPS ammy but will make finding res/int a bit tougher.


Ring -
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End Game - Rare w/ life, res, ele damage, on opal base
Budget - Rare w/ life, res

Alternate - Dream Fragments for freeze immune.


Belt -
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End Game - Stygian Vise w/ life, res, ele damage.
Budget - Stygian Vise w/ life, res


Jewels -
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For your Abyss Jewel, roll life, crit multi, and chance to blind.

For Cluster jewels.

Large - Feed the Fury, Fuel the Fight, Martial Prowess
Medium - Repeater, Streamlined
Small - best life mod you can afford.

Main idea is get some leech and stack attack speed.


Flask - life, Sulphur, Quicksilver, Silver, Jade.
May try out aquamarine also.


Gems -
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Main Damage - Chest
Lightning Arrow - Added Lightning Damage - Elemental damage with attacks - Lightning Penetration - Inspiration - Crit Damage

Utility/Secondary Damage - Bow
Storm Rain - Ballista Totem - Multiple Totem - Faster Attacks - Added lightning - GMP

Great for single target support and CC.

Curses - Helm
Conductivity - Assassin's Mark - Sigil Of Power - Increased AoE

If DPS is fine, swap out Conductivity for temp chains or enfeeble.

Auras - Boots
Wraith, Herald of Thunder, Vaal Haste, Enlighten

We will not use Haste, only pop Vaal Haste when needed

Movement - Gloves
Flamedash/blink arrow - Blind (only if blink arrow) - Faster attacks/casting, Blood Rage

Movement skills got smacked in 3.15, with our attack speed and arrow speed, blink arrow might feel on par with flame dash. Added benefit, is our blink arrow minion will be firing at 4 attacks/sec which can apply blind or another utility if you choose.



Ascendancy/Bandits
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Deadeye - 1. Gathering Winds 2. Ricochet 3. Endless Munitions 4. Wind Ward

Gathering Winds - supplies Tailwind and Gail Force, which speeds up leveling.

Ricochet - +1 Chain for Lightning Arrow clear.

Endless Munitions - Adds +2 arrows to our skills. More arrows = More DPS

Wind Ward - Provides some less damage taken and stacks well with Wind Dancer.


Use LMP/GMP until getting Endless Munitions to aid in arrow count.

Bandits - Alira to start, skill points end game.


Feel free to follow along or offer any advice if I missed something.
Last edited by bodhe on Aug 2, 2021, 12:54:30 AM
Last bumped on Oct 25, 2021, 3:06:51 PM
Good effort! Loving this build in theory.

Maybe we could consider Thief's Torment as a budget ring but I could be biased as it's one of my favorite items. IMO it would make the progression at the start much smoother considering the insane amount of hits we'll be pumping out. We can completely disregard sustain with it and in theory can keep using it until we need damage rings (probably until yellow maps?)

Will be keeping an eye on this guide for sure, the skill sounds really fun.
it seems great, i will try
This looks like a solid build which I will try at the start of the league.
I believe this can work. Take my energy ༼ つ ◕_◕ ༽つ
Hey, I have a few questions/thoughts:

1. Do we somehow get 100% chance to shock? I'm thinking we want that for inpulsa consistency if it turns out we really need inpulsa for helping the clear.

2. I'm a bit worried to leaguestart this, do you think it will perform fine?

3. Since it would be nice to scale a lot of projectiles I was thinking how chain or fork would help in this scenario:

- Chain seems like it wouldn't be good since I assume if a projectile lands and doesn't hit a monster it doesn't do anything. And if it does its just gonna delay actually pinning down the projectile to the ground, hence delaying the lightning arc pulses I guess. If the pulses just start irrespective of the pinning of the projectile maybe then I would be cool with like "moving lighting pulses".

- Fork seems like it can be insane if we actually consistently hit with the projectiles and not only the lightning pulses, since then we just add more projectiles that can pulse, increasing the ST (maybe clear too?). I'm not the best at mirage archers, but if fork works with them, maybe that will be good too? This is just theoretically and I assume fork is not the best for "raining arrows" gems, but it could be interesting, by just adding a lot of projectiles the more you shoot and hit with them. (Pseudo attack speed kind of?)
storm rain looks sooo nice!

i hope storm rain is good for league start;D bless!
"
Biratancho wrote:
Good effort! Loving this build in theory.

Maybe we could consider Thief's Torment as a budget ring but I could be biased as it's one of my favorite items. IMO it would make the progression at the start much smoother considering the insane amount of hits we'll be pumping out. We can completely disregard sustain with it and in theory can keep using it until we need damage rings (probably until yellow maps?)

Will be keeping an eye on this guide for sure, the skill sounds really fun.


Thief's Torment is awesome and could be useful for leveling/early game. Both ring slots provide a lot of res and life which would be lost on Thief's Torment. You get some res, but losing life on 2 slots puts us in the 4k range which may or may not be fine. The sustain would be great!

"
slypez wrote:
Hey, I have a few questions/thoughts:

1. Do we somehow get 100% chance to shock? I'm thinking we want that for inpulsa consistency if it turns out we really need inpulsa for helping the clear.

2. I'm a bit worried to leaguestart this, do you think it will perform fine?

3. Since it would be nice to scale a lot of projectiles I was thinking how chain or fork would help in this scenario:

- Chain seems like it wouldn't be good since I assume if a projectile lands and doesn't hit a monster it doesn't do anything. And if it does its just gonna delay actually pinning down the projectile to the ground, hence delaying the lightning arc pulses I guess. If the pulses just start irrespective of the pinning of the projectile maybe then I would be cool with like "moving lighting pulses".

- Fork seems like it can be insane if we actually consistently hit with the projectiles and not only the lightning pulses, since then we just add more projectiles that can pulse, increasing the ST (maybe clear too?). I'm not the best at mirage archers, but if fork works with them, maybe that will be good too? This is just theoretically and I assume fork is not the best for "raining arrows" gems, but it could be interesting, by just adding a lot of projectiles the more you shoot and hit with them. (Pseudo attack speed kind of?)


1. Shock chance is 66% and also 62% crit. So we have 100% chance to shock 62% of the time, and 66% chance to shock on the 38% of the hits left. With the number of hits the build supplies I don't think we will be short on shocks. If it feels bad, picking up more shock isn't hard.

2. New skills are always scary in PoE, on paper it looks fine. You can always level as lightning arrow/split arrow/ice arrow, etc and build the same tree. Then switch over to Storm Rain once you get extra proj.

3.I doubt Chain and Fork will work. The arrow lands from the sky, i.e Rain of Arrows, those types of projectile can not chain/fork.

The arc from the projectile does not actually target the mob, it targets another arrow, so I don't think the beam will respond to chain/fork either. If I'm wrong then chain could be pretty op.
Hello!

Can u tell wth's the best choice before we get 6 links?

4 links -> 5 links best choices?

ty
"
matheus18 wrote:
Hello!

Can u tell wth's the best choice before we get 6 links?

4 links -> 5 links best choices?

ty


For Storm Rain, I would go:

1. Storm Rain
2. Added lightning
3a. LMP/GMP (for leveling until 2nd lab)
3b. Mirage Archer (after 2nd lab)
4. Inspiration
5. Ele damage w/ attacks
6. Lightning pen

For Ensnaring Arrow

1. Ensnaring Arrow
2. Ballista Totem
3. Multi Totem
4. Faster Attacks
5. Barrage/GMP
6. Added lightning

Obviously if you only have 1 6L use it with Storm rain and Ensnaring Arrow can operate on a 4l as long as needed.

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